Welcome to Accapella! When Joey and Gina arrive in the musically starved town that outlawed groovy tunes, a chance encounter with the music hating tyrannical ruler of the town (and local butcher) sends them flying.

Steam Big Picture

About This Game

Welcome to Accapella!

When Joey and Gina arrive in the musically starved town that outlawed groovy tunes, a chance encounter with the music hating tyrannical ruler of the town (and local butcher) sends them flying. Now lost in the wilderness outside town, Joey and Gina have made it their mission to return to Accapella and put an end to The Butcher’s reign of silence. To make it back they’ll need to earn the trust and aid of the zany locals by helping them with all manner of chores and tasks. Armed only with the power of music and rhythm, Joey and Gina are in for the adventure of a lifetime!

Key Features

Combination rhythm game and action-platformer.

Strange world filled with fantastical, original creatures.

3 music powered abilities : An attack power, a shield and a pair of rocket boots.

I don't know if it was the Ladybug Maid, the Terrorist Monkeys with Banana Bombs or the fact that the Goth/Punk/Alternative girl character was grooving to Electronic Dance Music...But this game had charm, and I liked it!

I can now be mistaken for a pigeon due to the constant head bobbing along to the game's music, which mind you is quite groovy.

If the sound of a music infused platformer sounds like fun to you, then I completely recommend giving BeatBlasters III a go.

Due to turning me into a raving Pigeon I have to take points off, but because of the EDM loving Goth/Punk/Alternative girl, it gains points back, leaving BeatBlasters III with a score of 7/10

Terrible game. You slog from one place to another trying to figure out what to do because the instructions are vague. In general you either shield something or destroy something. To "recharge" your powers you're supposed to hit the music to the beat but the noise you make while recharging is so loud you can't hear the music. Couldn't wait to get my trading cards, uninstall, and pretend this game never existed.

Since then, I have gone on to play for almost 9 hours and reached 100% achievements, and my overall impression has not changed. (Going through all stages one time on easy or normal should take around three hours.) This is a really fun music-based platformer that is quite a bit different from any other platformer I've played. The rhythm element is tied to a meter for recharging powers so there is this tricky balance of mastering when to attack, when to defend, and when to pause for a moment to activate the charge tempo bar, all on the fly.

The controls definitely take getting used to, but it's rewarding when you finally master them and start taking on the unlockable insane difficulty level. Many of the achievements force you to complete stages in clever ways without being able to charge or only using a particular power. Once I began replaying levels I did encounter a number of bugs with achievements not popping after the requirements had been met, but after notifying the devs hot fixes were quickly patched in to address the problems and everything is now working as it should.

BeatBlasters III is an interesting mix of platforming puzzle solving and rhythm gaming. The levels range from killing all enemies to escorting NPCs to a destination, defeating a giant cat while defending civilians to breaking ice off of pipes before the pipes fill up. The twist comes into play with the player's powers. Shooting, activating an energy shield, and using rocket boots consumes energy that is specific to each device. Recharging energy is done by entering charge mode and tapping the button for the device to the beat of the song. Keeping time increases a combo meter that, in turn, increases how fast the device charges. You are also graded on how close to the beat you hit the buttons(Perfect, good, ok, miss) and these help fill your energy faster as well. The highlight of the game is definitely the bosses, though that isn't to say the rest of the game is less than amazing either.

I would recommend this game to anyone who loves rhythm elements fused into other genres or any platformer fan in general.

I love music. It's always been a huge part of my life, whether that's listening to a fresh track or making my own, and I couldn't imagine a world without it. The citizens of BeatBlasters III aren't as big fans of it, in fact they've gone so far as to outlaw any and all music being played or listened to in their quaint little suburbia. Obviously this simply won't do, and thus you must liberate the town from itself...by escorting monkeys to choppers and protecting panda bears from giant gumdrops?

To try and make sense of BeatBlasters would be a foolish endeavor, as everything about it is as nonsensical and random as any game I've ever played. Putting you in the head bobbing, foot tapping shoes of the musically powered Gina and Joey, each level tasks you with a bizarre objective requiring you to utilize your three abilities: a shield, a plasma shot, and a hoverboot jump.

Where the musical aspect comes into play is recharging said abilities by tapping to the beat of the song. Keeping a steady rhythm forms combos which let you charge them faster, making getting into the groove a necessity as levels quickly become more challenging. It's a moderately interesting idea, but in practice only serves to frustrate.

Everything about BeatBlasters is slow and clunky, from your movements to character animations, to the awkward transitions between track layers which constantly skip and repeat themselves. It's frustrating to play even when it works, but during hectic moments requiring quick timing it's an abysmal mess of trying to charge your shots and complete your objective in time. The objectives themselves are of little consequence, as almost all fall into the same mold of protecting or escorting the dumbest NPCs to ever inhabit a game. You would be forgiven for mistaking them for being on deaths door for how sluggishly they move through levels, all but begging enemies to kill them and get it over with.

The artwork itself hovers from moderately interesting, too simplistic and unimaginative. Characters especially suffer from awkward transitions and an extremely limited move-set. I can appreciate the variety in locals, but even then there is little character in the backgrounds and no consistency with whatever theme the developers themed to be going for. As a musically themed game, the loop heavy tracks are uninspired and aggravating to hear continually repeat themselves off time as they unsuccessfully attempt to sync with your actions.

I'm not sure exactly what I expected from BeatBlasters III, but what I got was a dull, repetitive and unpolished experience that wouldn't cut it as a third-rate flash game. There's nothing I can recommend about it besides not being inherently broken from bugs, as the presentation, controls, and underlying mechanics all work against themselves to suck any fun that could have been had with the game.

And if King Banana wants anymore bananas he can bloody well get them himself!

Damn, this game takes you off gard quite quickly! It looks casual but trust me, it's not! The game puts you "in the zone" where your hands do things you didn't command. It's not much about platforming though, I think it's a lot more about rythme.

I also laughed a couple times during the play through. The world they created here is amazingly creative.

If you want to try out something new you never played before, it's a must. Otherwise, this game may not be for you. This game is a welcome breeze of fresh air in the industry.

Oh one more thing! The soundtrack is great. It's a must for a rythme game and they nailed that part.

Also play it with a controller (the xbox one worked well for me once I tweaked the controls a little).

BeatBlasters III really surprised me. It features a great soundtrack along with good looking characters and backgrouns, these two come along pretty nicely with some really smooth animations. The art style might not appeal to everyone but I do certainly like it. While the story is quite weird, to say the least, it actually is kinda funny and everything looks pretty great. The core mechanics of the game are pretty simple and easy to learn. You have 3 abilities, one is an attack which launches balls of fire synced with the beat. The second ability is a flying ability which lets you fly and move faster and the last ability is a shield which you can use to protect yourself or others along with moving certain objects in a direction.

However, you can't just spam these abilities, for they have to be charged once their "energy" is depleted. To charge an ability you must sync your abilities with the beat, everytime you successfully sync the abilities with the beat, your energy for that ability charges up.

Other than that the game is pretty simple, and that is perhaps, along with the lack of a better storyline, what kept me from playing this game any longer, I lack the motivation to beat it. Still, I do think that BeatBlasters III is a good game and one that has the potential to provide fun to other people, I unfortunately I'm not one of those people but I did enjoyed quite alot the soundtrack.

Beatblasters is an unique blend of platforming and rhythm. The game is beautiful, the art style is topnotch, sometimes weird but always appealing. The music is fantastic too, transforming as you use of the 3 powers. It's electronic with dubsteb. The rhythm part consist of pressing the recharge buttons at the right time to create a combo, refilling your power meter. All considered, it's a good buy for whoever love electronic music, funky visual or a challenging platformer. Excellent game!

The quality of the drawings are nice. Thats the only positive I can say about this game.The gameplay is idealess, feels like a free flash game for money.THe whole game feels very gay to me. It can be a plus for some ppl but not for the majority.You can get better browser games for free.

I was unfamiliar with BeatBlasters 1 or 2 (in reality I can’t actually find anything on these games at all) when I was invited to check out the third instalment of the franchise by Chainsawesome Games.

Describing itself as a “rhythm/action-platformer” game I was a little bewildered as to what to expect. Was it Super Mario Bros. game with Guitar Hero elements? No. With BeatBlasters III it’s not that simple.

Story wise you play either Joey or Gina (choosing either appears to have no value other than cosmetically) a musically inclined pair as they, for reasons not explained, decide to visit a town called ‘Accepella’ which in true Footloose-esq fasion has banned ‘groovy tunes’ (possibly not all music is outlawed I suspect, maybe it’s just the dubstep ‘beats’ the pair produce which would be quite understandable). The ‘ruler’ of the town promptly sends the pair packing and thus begins a strange journey to return to the town and, err I guess, you know, free the town? Again it’s not very well explained. Each level is inhabited by, but again not explained; quite random occupants (butterfly cows, pirates, ghosts, monkeys, penguins – both good and evil, robots etc.).

So how does it play? As blurbed it’s a platformer for one so your character has to navigate a 2D side-scroller world both protecting and defeating the surreal world inhabitants with your abilities, of which you posses three: attack, a shield and a rocket jump. Often the levels have you using these powers frequently so management is essential - which is where the ‘beat’ element comes in. When not shooting, protecting or jumping you need to replenish each power. This is achieved by putting yourself into a recharge mode (holding down a button) and then rhythmically tapping that ability button to an electronica tempo matching a swinging metronome. Having to recharging keeps you busy and being good at doing so, especially when under pressure, can be difficult to do. Once successfully recharged all of your skills you’ll also unlock the ability to for a short time let loose an infinite energy burst of all powers at once. The better you tap in time, the faster you can recharge and the better you score. Thus in turn the better you play the more stars you earn at the end of each level to upgrade your abilities. Because of the three powers plus recharge button it’s nay impossible to play with a keyboard. A controller is definitely recommended.

Graphically the game is easy on the eye with a Rayman gloss that looks good and animations for the most part are quite well done (although the characters jumping movement doesn’t look quite right). It’s vibrant and colourful with its own art style making it stand out. As with in-game graphics, the presentation is solid with good clear menus, options and features well laid out. To be expected from a game that relies on rhythm the audio is of a good high standard however does lack some diversity with each level only giving a slight variation on a theme.

Its shtick is that it’s certainly unique. I’ve never come across this type of game in my years of playing and in some ways it reminds me of a modified tower defence or Plants vs. Zombies type game. Some levels (only 16 in total!) are more puzzle geared while others have you require more platform dexterity. I found the escorting character missions to be very tedious and boring and only wishing to scrape by (getting one star by allowing only one of my party to survive) just to progress to the next level. Naturally doing better scores you more points to spend on upgrades, but had little inclination to do so.

Certainly unique and ‘niche’ I found at times I had fun, but oh so often I was left asking myself “Why am I playing this?” Although novel with a innovative mechanic I found the game slow, tedious and offer little in the way of longevity/replayability. Yes the game is budget (£6.99) but I just didn’t get enough out of BeatBlasters III to enjoy it. Maybe I was expecting it to be a little more casual, but instead found it too slow and at times challenging – even frustrating in moments. The pace is all over the shop and its gimmick didn’t hold my attention. Perhaps if the game had some charm and humour I would have been more enamoured. Failing that if they had given each level a different musical genre with its own tempo or, dare I say, even use a licensed or recognisable track (classical or a parody of a known song could avoid licensing costs) may have made the game more fun.

I’m going to wait for BeatBlasters VI to see if they make it more enjoyable and maybe have that X-Factor (pun intended).

I thought this was going to suck the fattest rods your grandmother has ever seen, but its actually fairly entertaining in a casual sort of way. Not $10 of entertainment by any means, but I got it in a bundle so I had no real expectations.

Rhythm games: you either love 'em or hate 'em... If you belong in the former category you will love BeatBlasters III. If you fall in the later then stear clear, you won't like it.

I personally like the fact that the designers comes from my province, something that is kinda rare... Although this fact didn't alter my purchase decision at all as BeatBlasters III is a great game and definitely worth a purchase.